Multiple Equip Types


This script allows you to assign multiple equip types to an equip. By default, each equip has only one equip type. For example, a sword is a “Weapon” equip type and can only be placed in “Weapon” slots. A wooden shield is a “Shield” equip type and can only be placed in “Shield” slots.

With multiple equip types, you can place an equip in any slot that it is compatible with. For example, you could create a slot called “left hand” and another slot called “right hand” and then specify that certain equips can only be held in your left hand, certain equips in your right hand, and certain equips in any hand.

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Posted in Equips, RGSS3 | Tagged , | 2 Comments

What to do when your formulas aren’t working

Devs that use my scripts may notice that I really like using formulas.  You might recognize this one from your default attack  damage formula

a.atk * 2 - b.def * 4

Or in the case of note-tags, you might write something sophisticated like this

<some name: a.state?(23) || a.hp < a.mhp * 0.5>

The focus of this post is not what a formula is, but what happens when

Your formula just doesn’t seem to work

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Shop Manager: managing shops with shop ID’s

An update has been made to the Shop Manager to address a major limitation that developers may have found quite irritating:


Amazingly, developers weren’t able to accomplish this. But now you can!

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Posted in Bug Fixes, RGSS3, Shops | 3 Comments

Equip and State Parameter Bonuses

Two updates have been made to the Parameter Bonuses script.

  1. Classes, weapons, armors, and states all support parameter bonuses
  2. You can reference each object’s own attributes in the bonus formula


When you add bonuses to an actor, the bonus will always be applied. However, sometimes you want bonuses to be activated under certain circumstances, such as wearing a piece of armor or applying a state.

By note-tagging parameter bonuses to different database objects, you can create all kinds of equips and states with unique functionality.

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Posted in Actors and Classes, Databases, RGSS3 | Leave a comment

Enemy Levels – Pearl ABS patch

I’ve added a patch for my Enemy Levels script specifically for Falcao’s Pearl ABS. This patch allows you to manage the levels of existing enemies on the map using script calls.


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Posted in Enemies and Troops, RGSS3 | Leave a comment

Individual Feature Conditions

An update has been made to the Feature Conditions script. First, I have created a preview image as an attempt to demonstrate what the script does and how it works:


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Posted in Databases, Dev tools, RGSS3 | Leave a comment

Choice Options bug fix – “branch” cancel

A bug report was sent to me indicating that when the Choice Options script was installed, developers could no longer use the “branch” cancel option when setting up their conditional branches. Here’s a basic summary:


This led to a few issues, all of which were related to canceling. The problem has been addressed now.

Posted in Bug Fixes, RGSS3 | 1 Comment

Event Tile option for Map Screenshots

The Map Screenshot script has been updated to support a new feature that allows you to indicate that an event is a “tile” event.

You can choose to show or hide events in your screenshots, but sometimes you might have events that are meant to act as tiles, but you still don’t want to show other events such as NPC’s.

The solution here is to distinguish between normal events and “tile” events so that even if you don’t draw events, the tile events are still drawn.

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Posted in Dev tools, Maps, RGSS3 | 2 Comments

Common events on map region change

This is an update for the Map Regions script. When you go from one region to another, you can have a common event automatically run. It enables you to access script call, allowing you to run any logic when you move into a new region.

Posted in Maps, RGSS3 | Leave a comment

Scripts for Indie Game-making contest 2014

Some devs have expressed interest in using my scripts for their submissions for the contest, but are unclear whether they are allowed to use them due to the “free for non-commercial use” clause that I’ve included in the terms of use.

For those that are not aware of this contest, you can check it out by clicking on the banner:


My scripts are free for use for development purposes. This basically means you can try them out as much as you want, study them, or you can use them to make your game. If you want to share your game for free that should also be fine.

It should be clear that if you want to sell your game, you’ll need a commercial license. But what about contests?

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Posted in General | 2 Comments